fix material masks when POM is on

oopsie doopsie
This commit is contained in:
Xonk 2023-06-01 20:48:27 -04:00
parent 54ba6335e5
commit febeeb9b65
2 changed files with 29 additions and 5 deletions

View File

@ -409,8 +409,32 @@ void main() {
SpecularTex.r = max(SpecularTex.r, Puddle_shape); SpecularTex.r = max(SpecularTex.r, Puddle_shape);
SpecularTex.g = max(SpecularTex.g, Puddle_shape*0.04); SpecularTex.g = max(SpecularTex.g, Puddle_shape*0.04);
#ifdef ENTITIES
if(NameTags == 1) SpecularTex = vec4(0.0);
#endif
gl_FragData[2] = SpecularTex ;
gl_FragData[2].rg = SpecularTex.rg;
#if SSS_TYPE == 0
gl_FragData[2].b = 0.0;
#endif
#if SSS_TYPE == 1
gl_FragData[2].b = SSSAMOUNT;
#endif
#if SSS_TYPE == 2
gl_FragData[2].b = SpecularTex.b;
if(SpecularTex.b < 65.0/255.0) gl_FragData[2].b = SSSAMOUNT;
#endif
#if SSS_TYPE == 3
gl_FragData[2].b = SpecularTex.b;
#endif
if(EMISSIVE > 0) gl_FragData[2].a = 0.9;
if(LIGHTNING > 0.0) gl_FragData[2].a = 0.9;
//////////////////////////////// ////////////////////////////////
//////////////////////////////// FINALIZE //////////////////////////////// FINALIZE

View File

@ -203,7 +203,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
######## moonphase based weather ######## moonphase based weather
uniform.float.Cumulus_Cov = smooth( if( \ uniform.float.Cumulus_Cov = smooth( if( \
moonPhase == 0, 0.7, \ moonPhase == 0, 0.7, \
moonPhase == 1, 0.0, \ moonPhase == 1, 0.9, \
moonPhase == 2, 0.0, \ moonPhase == 2, 0.0, \
moonPhase == 3, 0.0, \ moonPhase == 3, 0.0, \
moonPhase == 4, 0.0, \ moonPhase == 4, 0.0, \
@ -212,8 +212,8 @@ uniform.float.Cumulus_Cov = smooth( if( \
0.0 ), 5, 5) 0.0 ), 5, 5)
uniform.float.Alto_Cov = smooth( if( \ uniform.float.Alto_Cov = smooth( if( \
moonPhase == 0, 0.3, \ moonPhase == 0, 0.1, \
moonPhase == 1, 0.0, \ moonPhase == 1, 1.0, \
moonPhase == 2, 0.0, \ moonPhase == 2, 0.0, \
moonPhase == 3, 0.0, \ moonPhase == 3, 0.0, \
moonPhase == 4, 0.0, \ moonPhase == 4, 0.0, \
@ -223,7 +223,7 @@ uniform.float.Alto_Cov = smooth( if( \
uniform.float.Alto_Den = smooth( if( \ uniform.float.Alto_Den = smooth( if( \
moonPhase == 0, 0.1, \ moonPhase == 0, 0.1, \
moonPhase == 1, 0.0, \ moonPhase == 1, 0.1, \
moonPhase == 2, 0.0, \ moonPhase == 2, 0.0, \
moonPhase == 3, 0.0, \ moonPhase == 3, 0.0, \
moonPhase == 4, 0.0, \ moonPhase == 4, 0.0, \